1178 |
return 0; |
return 0; |
1179 |
} |
} |
1180 |
|
|
1181 |
void |
void world::WarpActor(Actor *a, double newx, double newy) |
|
world::WarpActor(Actor *a, double newx, double newy) |
|
1182 |
{ |
{ |
1183 |
V2 newpos = V2(newx, newy); |
V2 newpos = V2(newx, newy); |
1184 |
a->get_actorinfo()->vel = V2(); |
a->get_actorinfo()->vel = V2(); |
1185 |
a->warp(newpos); |
a->warp(newpos); |
1186 |
} |
} |
1187 |
|
|
1188 |
|
void world::GrabActor(Actor *a) |
|
void |
|
|
world::GrabActor(Actor *a) |
|
1189 |
{ |
{ |
1190 |
a->get_actorinfo()->grabbed = true; |
a->get_actorinfo()->grabbed = true; |
1191 |
} |
} |
1192 |
|
|
1193 |
void |
void world::ReleaseActor(Actor *a) |
|
world::ReleaseActor(Actor *a) |
|
1194 |
{ |
{ |
1195 |
a->get_actorinfo()->grabbed = false; |
a->get_actorinfo()->grabbed = false; |
1196 |
} |
} |
1197 |
|
|
1198 |
|
bool world::GetActorsInRange (px::V2 center, double range, |
1199 |
|
vector<Actor*> actors) |
1200 |
|
{ |
1201 |
|
ActorList &al = level->actorlist; |
1202 |
|
for (ActorList::iterator i=al.begin(); i!=al.end(); ++i) { |
1203 |
|
Actor *a = *i; |
1204 |
|
if (length(a->get_pos()-center) < range) |
1205 |
|
actors.push_back(a); |
1206 |
|
} |
1207 |
|
return !actors.empty(); |
1208 |
|
} |
1209 |
|
|
1210 |
|
|
1211 |
|
|
1212 |
void |
void |
1213 |
world::Tick(double dtime) |
world::Tick(double dtime) |
1214 |
{ |
{ |